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Phantasy Star Online Episode I&II

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Title Screen

Phantasy Star Online Episode I&II

Developer: Sonic Team
Publisher: Sega
Platform: GameCube
Released in JP: September 12, 2002
Released in US: October 29, 2002
Released in EU: March 7, 2003


DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.


See, this is why server preservation is important.
This game's online features are no longer supported.
While this game's online features were once accessible, they are (as of March 30, 2007) no longer officially supported and online-exclusive features may be documented as now-unseen content.

Phantasy Star Online Episode I&II is the game that enabled homebrew. By mimicking the game's server program, one could supply their own executable codes to the GameCube. Early dumps of GameCube disc images were created using this game. Nintendo and Sega responded by releasing Phantasy Star Online Episode I&II Plus.

Unused Graphics

All unused art is found in both the original release and Plus.

PSOEp12GCN-Title eng trial.png
The title screen from the Japanese Trial Version of the game is present in all GameCube PSO builds, including Episode III. The title screen exists in both English and Japanese, although the Trial Version was never released outside of Japan.

PSOEp12GCN-F256 joyboot01.png
A file called f256_joyboot.gvm is present in all PSO GameCube releases (including Episode III), which references a feature called "N-Port". "N-Port" is a set of games that can be downloaded from a GameCube to a Game Boy Advance console.

(Source: N-Port Info via GameSpot)

Memory card file images

GameCube memory card files have a small icon and a larger banner, which are shown in the system menu's memory card manager.

There are six types of save files in PSO: the system file, the character file, the Guild Card file, the snapshot file, download quest files, and the network information file. There is a set of icons for these file types, but the network information file uses an animated icon from a different set instead.

There is also a full set of banners for each file type, but the game uses only one of the banners for all file types. The used banner (top) has a slightly larger logo and the "Episode I & II" text was added.

Icon Banner File
PSOEp12GCN vms sys.tp.y.png PSOEp12GCN pso bana f.tp.y.png System file
PSOEp12GCN vms icon2.tp.y.png PSOEp12GCN psov3banner.tp.y.png Character file (banner unused)
PSOEp12GCN vms icon1.tp.y.png PSOEp12GCN pso bana card.tp.y.png Guild Card file (banner unused)
PSOEp12GCN vms capt.tp.y.png PSOEp12GCN pso bana cap.tp.y.png Snapshot file (banner unused)
PSOEp12GCN vms down.tp.y.png PSOEp12GCN pso bana down.tp.y.png Download quest files (banner unused)
PSOEp12GCN vms net.tp.y.png PSOEp12GCN pso bana net.tp.y.png Network information file (banner and icon unused)

Action icons

These sheets contain the icons used in the Customize menu and action palette. The fourth icon in the top row doesn't appear anywhere in the game, nor does the gray icon next to the "Do not touch the Memory Card" text.

PSOEp12GCN f256 hyouji.prs.dec f256 actionpallet b.gvr.y.png PSOEp12GCN f256 hyouji.prs.dec f256 actionpallet c.gvr.y.png

Unused splash screens

The file containing these images is named ending.gvm, so they may have been shown at some point after completing an Episode. They don't appear anywhere in the final game.

PSOEp12GCN ending.gvm pso ed.gvr.y.png PSOEp12GCN ending.gvm pso ed2.gvr.y.png

Dreamcast Leftovers

The game also has some leftover assets from the Dreamcast version, including a promotional image from the Sega GameJam demo of Phantasy Star Online Version 2 (2001).

GameJam
PSOEp12GCN-f128 admojitex.png

Unused Menu

There is one very simple unused menu type in the game. This menu type corresponds to the error box that appeared in the Trial Edition if you didn't have a modem, but its text was deleted (probably because it was never translated to English), so it now just says this:

PSOEp12GCN ss trial modem warning.y.png

Debug Mode

A large quantity of strings in the final game suggest that one or more debug modes are present.

The following strings are related to manipulating enemies. Several settings appear to be assigned to specific enemies:

STATE : NORMAL
STATE : DEAD
STATE : FALLEN
START NUM : %2d
TOTAL NUM : %2d
GROUP:%2d
L/M:LEADER
L/M:MEMBER
RAG-LAPPY
AL-LAPPY
TYPE:IN FIGHTER
TYPE:OUT FIGHTER
TYPE:UNKOWN
TYPE:LOW APPEAR
TYPE:HIGH APPEAR
APPEAR SPEED(+1.f Min:0.01f)
NEEDLE SPEED(+6.f Min:1.f)
MIRAGE:ENABLE
MIRAGE:DISABLE
TEX:GOLD
TEX:NORMAL
STELTH:ENABLE
STELTH:DISABLE
APPEAR:GROUND
APPEAR:ROOF
TECNIQ ATTACK % (+0.4f)
STELTH ON %
STELTH OFF %

The following strings suggest the presence of a model viewer, as well as player location and area warp-related test features:

EVT NO : %d
MODEL SELECT
<- SELECT COLOR
<- MODEL SELECT
SwitchMode:ON->ON
SwitchMode:ON->OFF
SwitchID:%3d
Param No
LINK : ON
LINK : OFF
SELECT TYPE NORMAL
SELECT TYPE VR
SELECT TYPE CTRL CENTER
GOVERNOR
CITY
LABO
<- DST POS X
<- DST POS Y
<- DST POS Z
<- DST ANG Y
<- MODEL TYPE
<- MESSAGE : %s
<- NEXT STAGE No.%d
<- KEY ID : %d
<- SELECT A MODEL
<- DAMAGE POWER
<- ENEMY NUMBER
<- MOTION TEST
ERROR

The test texture used by TIndirectEditor in Episode III is present here as well, but the code for TIndirectEditor was removed from the final build of Episodes I & II.

PSOEp12GCN indtex.gvr.y.png

Unused Music

Some music that is not used in-game.

Early Central Control Area

An early version of Jungle A Lush Load.

Early Seabed

An early version of Abysmal Ball Intermission.